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Spells:
Heal
Clarity
Ability Order
Soul Eater (PASSIVE)
Nasus Passive Ability
Story
At first angered that he had been taken just as he was about to cripple the enemies of his people, Nasus' advanced intellect won out when he heard the pleas of mercy from the summoners. He learned that Runeterra was also filled with its own brand of injustice. This danger was no less threatening than what he had fought against at home, and champions were needed to protect the people of this world. Heeding the call, Nasus chose to take his place in the League of Legends, knowing that his brothers and sisters would carry on the fight back home. These days, he is the Curator of the Sands, feeling most at home in the crumbling ruins of the Shurima Desert. However, recent disturbing news has reached the Keeper's ears - rumors that perhaps his brother had not in fact been left behind. If this were the case, the destruction of Renekton would quickly become Nasus' main priority, before this world too faces the threads of his brother's forked-tongue and endless ambition.
The Curator of the Sands, though contemplative, is not to be trifled with.
Siphoning Strike
Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.
Active: Nasus's next basic attack will deal 30/50/70/90/110 (+) (+ ) physical damage.
Passive: Siphoning Strike permanently gains 3 damage if it kills an enemy unit.
Cost
20/25/30/35/40 Mana
Range
300
[color=#ff0000]Wither [/color]
Nasus ages his target, decelerating their Movement and Attack Speeds over time.
Nasus ages his target over 5 seconds, initially slowing their Movement and Attack Speeds by 35% and increasing to 47/59/71/83/95% over the duration.
Cost
80 Mana
Range
700
Spirit Fire
Nasus unleashes a spirit flame at a location, dealing damage and reducing the Armor of enemies who stand on it.
Nasus unleashes a spirit flame at a target location, dealing an initial 55/95/135/175/215 (+0.6) magic damage.
For the next 5 seconds, enemies in the area have their Armor reduced by 20/25/30/35/40 and are dealt an additional 11/19/27/35/43 (+0.12) magic damage each second.
Cost
70/85/100/115/130 Mana
Range
650
Fury of the Sands [/color]
Nasus unleashes a mighty sandstorm that batters nearby enemies. While the storm rages, he gains additional Health and drains nearby enemies' max Health and converts it into bonus damage for the duration of the skill.
Nasus becomes empowered in the sandstorm for 15 seconds, gaining 300/450/600 Health. While the storm rages, he deals 3/4/5 (+0.01)% of nearby enemies' maximum Health each second (240 damage max per second) as magic damage and converts it into bonus Attack Damage.
Cost
150 Mana
Range
20
Soul Eater
Nasus drains his foe's spiritual energy, giving him bonus Lifesteal
Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.
Active: Nasus's next basic attack will deal 30/50/70/90/110 (+) (+ ) physical damage.
Passive: Siphoning Strike permanently gains 3 damage if it kills an enemy unit.
Cost
20/25/30/35/40 Mana
Range
300
[color=#ff0000]Wither [/color]
Nasus ages his target, decelerating their Movement and Attack Speeds over time.
Nasus ages his target over 5 seconds, initially slowing their Movement and Attack Speeds by 35% and increasing to 47/59/71/83/95% over the duration.
Cost
80 Mana
Range
700
Spirit Fire
Nasus unleashes a spirit flame at a location, dealing damage and reducing the Armor of enemies who stand on it.
Nasus unleashes a spirit flame at a target location, dealing an initial 55/95/135/175/215 (+0.6) magic damage.
For the next 5 seconds, enemies in the area have their Armor reduced by 20/25/30/35/40 and are dealt an additional 11/19/27/35/43 (+0.12) magic damage each second.
Cost
70/85/100/115/130 Mana
Range
650
Fury of the Sands [/color]
Nasus unleashes a mighty sandstorm that batters nearby enemies. While the storm rages, he gains additional Health and drains nearby enemies' max Health and converts it into bonus damage for the duration of the skill.
Nasus becomes empowered in the sandstorm for 15 seconds, gaining 300/450/600 Health. While the storm rages, he deals 3/4/5 (+0.01)% of nearby enemies' maximum Health each second (240 damage max per second) as magic damage and converts it into bonus Attack Damage.
Cost
150 Mana
Range
20
Soul Eater
Nasus drains his foe's spiritual energy, giving him bonus Lifesteal
Hello, I want to introduce you my version of "nasus tank". As you can see, and specializes in CD reduction, HP, Magic Resist., Dodge and armor penetration. For some strange combination, however, for the amusement of the game becomes a very useful figure in the team.
I warn you that this is some rank or build something. This version nasus likes to play and I hope that you will also enjoy.
I warn you that this is some rank or build something. This version nasus likes to play and I hope that you will also enjoy.
As I already mentioned about the specialization of the build so you now explain why I chose these runes.
The most important stats, which are necessary to strengthen the armor penetration, dodge and resist magic. Accompanied, of course, more runes that add life. Lives are important to each tank.
Red fields:
9 x Greater Mark of Desolation: On red field, I chose only this kind of run, especially because there is a need to increase the armor penetration due Siphoning Strike. The more armor penetration the more damage you are Siphoning Strike skill.
Yellow fields:
4 x Seal of Greater Fortitude: As I already said. Every defensive adjustment champion should have an increased number of life points.
5 x Greater Seal of Evasion: Due to the fact that the item build will increase dodge, so we must not forget here to add runes to dodge.
Blue fields:
9x Greater Glyph of Warding: The item will primarily build up defenses against physical damage. You will need to have an initial defense against magic increased by runes.
Purple fields (extra):
1x Greater Quint of Fortitude
1x Greater Quint of Evasion
1x Greater Quint of Desolation
The most important stats, which are necessary to strengthen the armor penetration, dodge and resist magic. Accompanied, of course, more runes that add life. Lives are important to each tank.
Red fields:
9 x Greater Mark of Desolation: On red field, I chose only this kind of run, especially because there is a need to increase the armor penetration due Siphoning Strike. The more armor penetration the more damage you are Siphoning Strike skill.
Yellow fields:
4 x Seal of Greater Fortitude: As I already said. Every defensive adjustment champion should have an increased number of life points.
5 x Greater Seal of Evasion: Due to the fact that the item build will increase dodge, so we must not forget here to add runes to dodge.
Blue fields:
9x Greater Glyph of Warding: The item will primarily build up defenses against physical damage. You will need to have an initial defense against magic increased by runes.
Purple fields (extra):
1x Greater Quint of Fortitude
1x Greater Quint of Evasion
1x Greater Quint of Desolation
I chose these two spells of two simple reasons. Clarity and Heal spells are essential to help everyone who uses mana champion. Maybe you will think that this choice is for noobs. The fact is that the combination of these two spells are very effective for this build and you already At first very effectively to enforce the line.
Absolutely the most important, as with other champions is the beginning. From 1 to 7 Level is mainly to enforce the spirit fire and stacking Siphon Strike minions on the last hit.
Once you've mastered the beginning, so comes your role as a tank. Remember that you are a hunter, therefore, let the ganking any other disablers. Your role is to promote the lines, destroying the tower and stand up wounds from enemy champions. Until 18 the level of the procedure is basically the same job and does not change
Once you've mastered the beginning, so comes your role as a tank. Remember that you are a hunter, therefore, let the ganking any other disablers. Your role is to promote the lines, destroying the tower and stand up wounds from enemy champions. Until 18 the level of the procedure is basically the same job and does not change
Doran's Shield:
- Armor,Health Per x Sec, HP
Ninja Tabi: The second item is shoes on defense and dodging
[Armorimg=http://edge2.mobafire.com/images/item/ninja-tabi.gif]
- dodge
- movement
- armor
Banshee's Veil:
- HP
- mana
- Magic Resist
- Passive: block ability
Youmuu's Ghostblade
- Armor Penetration
- Cooldown reduction
- Active: Increase attack speed
Frozen Heart
- Armor
- mana
- Cooldown reduction
- Aura: reduces enemy attack speed from
Soul Shroud
- HP
- Cooldown reduction
- Mana regeneration
- Armor,Health Per x Sec, HP
Ninja Tabi: The second item is shoes on defense and dodging
[Armorimg=http://edge2.mobafire.com/images/item/ninja-tabi.gif]
- dodge
- movement
- armor
Banshee's Veil:
- HP
- mana
- Magic Resist
- Passive: block ability
Youmuu's Ghostblade
- Armor Penetration
- Cooldown reduction
- Active: Increase attack speed
Frozen Heart
- Armor
- mana
- Cooldown reduction
- Aura: reduces enemy attack speed from
Soul Shroud
- HP
- Cooldown reduction
- Mana regeneration
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